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A 2005 First-Person Shooter developed for the Nintendo Gamecube by n-Space. Geist is the story of John Raimi, a scientist hired by a counter-terrorism unit to help them investigate a biochemical corporation. They have good reason to be suspicious. The Volks Corporation has apparently been developing chemical weaponry, according to information gathered by the unit's inside man (and Raimi's mentor). But even this is far from the truth, as one of the soldiers seemingly kills the rest of the team against his will, and Raimi awakens to discover that he is now a ghost, and the only way to survive and discover the truth is to possess others...

This game is hardly your stereotypical FPS. While the gameplay never leaves the first-person perspective except for cutscenes, the gameplay varies widely from sequence to sequence. Some areas demand standard shooting and platforming skills, while others take the form of puzzles and resource management. A playthrough can be found here.

Cutscene Power to the Max: Watch those jumps you cannot duplicate, watch those weapons do a lot less damage when you finally get to use them!

Deadpan Snarker: Raimi is a Heroic Mime, but descriptions of his surroundings, archived here, reveal that he makes some snide observations. "This is where all of the important faxes come to the morgue", "This [gurney in a morgue] must have been difficult to get down the stairs. At least the passengers don't mind the bumpy ride", "Thanks for the pants" [to a dead guard whose pants he stole] are the most notable.

Death Is a Slap on the Wrist: If the host Raimi is currently possessing has the life meter depleted, and is an expendable host, Raimi's soul simply leaves the body so he can look for another one. But if the deceased host is key for the mission, or no more hosts remain, then it's a definitive Game Over.

Demonic Invaders: Behind your human antagonists is a demon and in fighting them you let more crossover. They have apparently invaded the world in the past too, based on the first one's dialog.

Easter Egg: Part of the Medical level takes place in a women's locker room. Inside one of the lockers is Samus Aran's helmet.

Eleventh Hour Superpower: During the final boss fight, Raimi get the ability to fire energy bursts in his spirit form. Justified, as he's fighting the demon possessing Volks in some kind of spiritual plane; obviously not bound by the rules of the real world.

Escort Mission: A bizarre one; you help a friend escape by possessing any and all useful objects in the vicinity, including the escape vehicle. Before that happens there's a more standard escort mission, but fortunately the unarmed Bryson is too weak to run out ahead of you and the enemies don't really focus on him.

Evil-Detecting Dog Dogs can tell if you're possessing a soldier, and will bark. This sets off the alarm and causes every soldier nearby to start shooting at you immediately.

Faux Action Girl: Anna is an average nurse who only turns into a gun-toting Action Girl because you are possessing her at the time. After you leave her, she keeps the outfit and weapon, but not the competence.

First-Person Ghost: Perhaps because of the obvious pun, single player only partially uses the trope by containing a full model of your current form in the corner, to give you an idea of what your actions look like to anyone who may see you.

Gameplay Roulette: The game perpetually oscillates through first-person shooter, survival horror, puzzle and action-adventure. This is justified by the game's premise (spiritual possession), as the gameplay mechanics can change according to the current host character.

Informed Ability: Raimi's supposed to have knowledge on chemical and biological warfare. A scientist. But descriptions have him looking at control panels and thinking "Hmm... looks complicated", and finding equations incomprehensible.

Nice Job Breaking It, Hero: Trying to keep Bryson from being hit by the separation procedure and possibly driven mad, Raimi destroys the machinery that's keeping the rift stable. This does result in Bryson being taken down and sent to the medical wing, but it also means that a huge incorporeal demon can pass through and start making everything worse. Though it can't be solely blamed on Raimi - after the machinery was destroyed, one of the technicians insisted that the rift be closed down lest something escape, but Rourke orders it forced wide open, and when he gets argued with, he gives the engineer a present from his gun to the head to convince the other engineer to open it.

No Sidepaths, No Exploration, No Freedom: For a game with a fundamental point of scaring people to control random guards, there is only one direction you can ever go in any given situation whatsoever, going back is never an option, as the game will never let you reopen some doors, not that there's a thing to find besides multiplayer content and life upgrades (that come with extra story details) anyways.

Not Quite Flight: Your ghost form can float a little but not really fly until the end of the game.

Railroading: Generally if you find an item or person that you can possess, the game is designed so that you have to possess it. Many of the game's puzzles can be solved simply by looking around for what you are allowed to possess.

Videogame Flamethrowers Suck: As usual it has a good damage output but a pathetic range. It does have a longer range secondary fire, that is shared with two other weapons found in the same area. Better than most video game flamethrowers but still much worse than a real one.

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